Another Character Generator

By OggDude, in Star Wars: Edge of the Empire RPG

I made a test character with one of the newly added races, and made him force sensitive. I also gave him 500 xp for test purposes.

Clicking the "print" button I get an "Unhandled exception has occurred" error after making a character in the latest release. If i click continue the character sheet comes up but page 4 comes up weird with stuff like:

Character name: Label6

Player name: Label7

Species: Label8

Career: Label9

Specialisations: Label10

Encumbrance value/threshold: 55/55

Credits:5555

No equipment shows up (even though i have bought some).

Here's the the error:

Email me the character and I'll see if I can duplicate the problem.

Sure, just PM me your email adress :)

I have added the descriptions of the book into the different force powers making the powers take up more space than usual. No big deal as there are still place for plenty, but eventually you will run out of space on the sheet. Any chance that you some time down the road could make it so that if you go over the max alotted space for force powers it automatically adds a new force powers page?

As i said, no big deal and it shouldnt be given priority but it would be nice :)

I made a test character with one of the newly added races, and made him force sensitive. I also gave him 500 xp for test purposes.

Clicking the "print" button I get an "Unhandled exception has occurred" error after making a character in the latest release. If i click continue the character sheet comes up but page 4 comes up weird with stuff like:

Character name: Label6

Player name: Label7

Species: Label8

Career: Label9

Specialisations: Label10

Encumbrance value/threshold: 55/55

Credits:5555

No equipment shows up (even though i have bought some).

Here's the the error:

Email me the character and I'll see if I can duplicate the problem.

Sure, just PM me your email adress :)

Its [email protected]. There's also a link in the documentation.

Hi Oggy,

Just wanted to bring something to your attention.

I happened to be reading a thread about getting new talents, and someone mentioned that once you purchase an un-ranked talent, then the talent was considered purchased if you get another specialization with that talent.

Two examples are Anatomy Lessons and Spare Clip.

Anatomy Lessons is in the Bounty Hunter (Assassin) and Colonist (Doctor) specializations.

Spare Clip is in the Bounty Hunter (Gadgeteer) and Explorer (Trader) specializations.

Right now, the character creator requires you to pay for the talent a 2nd time instead of marking it as already purchased..

Nice catch. Here's a question, though... in the case of Anatomy Lessons, the cost for the talent is different between the two trees (one is 15, one is 20). So, which one should be "free"? The cheapest one? The most expensive? Or the second one you choose, regardless of the cost? The book makes it sound like the first one you choose costs points, but all the ones after that don't. So, if you choose the expensive one first, the cheaper ones are free. But if you choose the cheaper one first, then the expensive ones are free. This may pose a problem because I don't keep track of which talent is purchased "first", just that it has been purchased. So in essence, the one that costs would be the one that shows up first when going through the specializations. That would be your career spec, followed by your first purchased spec, your second purchased spec, etc. But that wouldn't work if you first purchased one from, say, your first purchased spec, and your career spec also has the talent.

There also might be an issue if a species gives a free unranked talent, but I believe all species talents are ranked.

I'll have to think about this one :)

In my opinion it should be the first place you buy it.

Another thing is force powers. Some trees have the same force power like Sense (Range), and Influence (Range). Does getting range from sense also automatically gain you one in Influence? There are also things like Duration (Sense) is not the same as Duration (Influence) where i think this should obviously not be the case.

Page 279 seems to indicate that they're different upgrades, even though the "categories" are the same. It mentions the "Duration upgrade for Influence" and the "Duration upgrade for Sense" as being two separate things.

Greetings! With every change your program looks cooler, thanks :D

There are a few problems:

- Resolution gives a few problems yet.

- When you select/unslect skills (generally extra from carrer pick or from human) is says that the skill is picked but it isn't marked and viceversa.

Also regarding Humans/similar races.

It would be nice, if there was a "None" Carre option preselected when making a new character, because with the Preselected Smuggler, it Gives you only the Choice of non-Smuggler carrer choises as long as you don't change the Carrer.

I think I have the free non-ranked talents figured out. Here's how it'll work:

You go through a tree, picking talents as normal. One is, say, "Anatomy Lessons". You then switch trees and select talents up to another "Anatomy Lessons". When you select a talent attached to it, "Anatomy Lessons" will automatically become selected.

Here's the weird part... if you click on the original "Anatomy Lessons" to unselect it, it'll immediately re-select and the other "Anatomy Lessons" will become the "purchased" talent. XP is recalculated accordingly. This is because I can't just remove the other "free" one as well, since it would cause all other talents below it to also become unselected, and I don't want selected talents to be lost just because of this one weird case. So, if you remove a purchased one, another free one becomes the purchased one, and the one you just deselected is now seen as available to be "free", and is, once again, reselected. :)

It's odd, but it works, and it assures that you don't get any orphaned "free" talents because it forces at least one of them to be non-free. The downside is that you can't unselect the talent unless you unselect the one above it. THEN it'll become unselected and you can unselect the other one as normal.

I hope that made sense :) .

Greetings! With every change your program looks cooler, thanks :D

There are a few problems:

- Resolution gives a few problems yet.

- When you select/unslect skills (generally extra from carrer pick or from human) is says that the skill is picked but it isn't marked and viceversa.

Can you be more specific on these two items? What resolution problems do you see? And how do you reproduce the skill issue you're seeing?

A minor correction, Bowcaster is listed as Ranged-Light when it should be Ranged-Heavy.

I noticed this as I was adding Images :)

Got it. It'll be fixed in the next release.

I think I have the free non-ranked talents figured out. Here's how it'll work:

You go through a tree, picking talents as normal. One is, say, "Anatomy Lessons". You then switch trees and select talents up to another "Anatomy Lessons". When you select a talent attached to it, "Anatomy Lessons" will automatically become selected.

Here's the weird part... if you click on the original "Anatomy Lessons" to unselect it, it'll immediately re-select and the other "Anatomy Lessons" will become the "purchased" talent. XP is recalculated accordingly. This is because I can't just remove the other "free" one as well, since it would cause all other talents below it to also become unselected, and I don't want selected talents to be lost just because of this one weird case. So, if you remove a purchased one, another free one becomes the purchased one, and the one you just deselected is now seen as available to be "free", and is, once again, reselected. :)

It's odd, but it works, and it assures that you don't get any orphaned "free" talents because it forces at least one of them to be non-free. The downside is that you can't unselect the talent unless you unselect the one above it. THEN it'll become unselected and you can unselect the other one as normal.

I hope that made sense :) .

Makes perfect sense to me :)

At work atm so i dont have the character file on hand, but i'll fire up my laptop soon and see if i can recreate the issue on that one and send you that file ASAP.

I think I have the free non-ranked talents figured out. Here's how it'll work:

You go through a tree, picking talents as normal. One is, say, "Anatomy Lessons". You then switch trees and select talents up to another "Anatomy Lessons". When you select a talent attached to it, "Anatomy Lessons" will automatically become selected.

Here's the weird part... if you click on the original "Anatomy Lessons" to unselect it, it'll immediately re-select and the other "Anatomy Lessons" will become the "purchased" talent. XP is recalculated accordingly. This is because I can't just remove the other "free" one as well, since it would cause all other talents below it to also become unselected, and I don't want selected talents to be lost just because of this one weird case. So, if you remove a purchased one, another free one becomes the purchased one, and the one you just deselected is now seen as available to be "free", and is, once again, reselected. :)

It's odd, but it works, and it assures that you don't get any orphaned "free" talents because it forces at least one of them to be non-free. The downside is that you can't unselect the talent unless you unselect the one above it. THEN it'll become unselected and you can unselect the other one as normal.

I hope that made sense :) .

For your own sanity and for support reasons, I'd recommend a popup or some message that appears to the user to explain that edge case when it occurs.

I think I have the free non-ranked talents figured out. Here's how it'll work:

You go through a tree, picking talents as normal. One is, say, "Anatomy Lessons". You then switch trees and select talents up to another "Anatomy Lessons". When you select a talent attached to it, "Anatomy Lessons" will automatically become selected.

Here's the weird part... if you click on the original "Anatomy Lessons" to unselect it, it'll immediately re-select and the other "Anatomy Lessons" will become the "purchased" talent. XP is recalculated accordingly. This is because I can't just remove the other "free" one as well, since it would cause all other talents below it to also become unselected, and I don't want selected talents to be lost just because of this one weird case. So, if you remove a purchased one, another free one becomes the purchased one, and the one you just deselected is now seen as available to be "free", and is, once again, reselected. :)

It's odd, but it works, and it assures that you don't get any orphaned "free" talents because it forces at least one of them to be non-free. The downside is that you can't unselect the talent unless you unselect the one above it. THEN it'll become unselected and you can unselect the other one as normal.

I hope that made sense :) .

For your own sanity and for support reasons, I'd recommend a popup or some message that appears to the user to explain that edge case when it occurs.

Probably a good idea ;)

Excellent work so far. I really like the look of the interface, though the bits done in a handwriting font seem out-of-place and are hard to read. (The XP numbers, and the choice summaries above the stats.) I'd like to see some more visual doo-dads around the interface, but that's secondary to making it work right.

One suggestion: Add a check-box in the Description tab to flag a character as an NPC, then add an "NPC" option to the Specializations window for selecting NPC-only talents like Adversary.

Release 1.0.0.4 is now available from the standard link:

Release 1.0.0.4
  • In Weapons.xml, changed Bowcaster skill to Ranged - Heavy, instead of Ranged - Light.
  • In Talents.xml, fixed the spelling of the Indistinguishable talent.
  • New Naming Convention: If you're adding Careers, Specializations, Species, or Force Powers by hand, please note that the file name must be the name of the item you're adding with ".xml" at the end. For instance, if you add a species and give it the name "Really Nasty Dude" (in the <Name> tag), then you must call the file "Really Nasty Dude.xml". For this reason, please only use characters in the name that are valid characters for file names under Windows.
  • An issue was fixed with multiple instances of unranked talents in the trees. If you choose an unranked talent in one tree, and it becomes available in another tree, the second one is received automatically and costs no extra XP. Such talents will now automatically become selected. The downside of this is that I have to ensure data integrity and prevent loss of other talents, or corruption of talents. So, if you unselect the original unranked talent (the one that costs XP), and you still have a "free" instance of it somewhere, one of the "free" instances will then become the "purchased" talent and XP is recalculated accordingly. This will then cause the talent you just unselected to become selected again, because it is now seen as "free". In order to unselect such talents, you'll need to unselect the talent ABOVE them. Then you'll be able to unselect the other as normal.
  • Added Species to the data editor. You can now edit and add new species through the data editor.
  • Modified the character load function to validate species. If a saved character has a species that has been removed, it will default to Human.
  • Modified the character load function to validate species options, just in case options have been removed or added.
  • Added talents to species option choices. This was supported in the XML, but as no stock species used it, I hadn't implemented it in code. It is now implemented. Talents acquired in such a way will show up as coming from a species option on page 3 of the character sheet.
  • Modified the documentation to include the species editor.
  • Added four more species: Herglic, Ithorian, Jawa, and Klatooinian.
  • Archive will now include this document.
Data File Changes:
Modified Weapons.xml to fix skill for Bowcaster
Modified Talents.xml to fix misspelling of Indistinguishable talent
Renamed the following Specialization files under Data/Specializations:
"Mercenary.xml" to "Mercenary Soldier.xml"
Renamed the following Career files under Data/Careers:
"BountyHunter.xml" to "Bounty Hunter.xml"
Renamed the following Species files under Data/Species:
"Twilek.xml" to "Twi'lek.xml"
Added the following Species files under Data\Species:
Herglic.xml
Ithorian.xml
Jawa.xml
Klatooinian.xml
Added the following image files under Data\SpeciesImages:
HERGLIC.png
ITHORIAN.png
JAWA.png
KLATOO.png

Downloaded the latest version and the same bug i mentioned earlier is still there. I`ll try to narrow the problem down a bit for you if i can.

Setting up a character that has force sensitive as a secondary specialization seems to mess up things when you click the print button. Tried making a character with a secondary specialization from the same career, and that worked just fine. Also tried making a character with a secondary specialization from another career. That worked fine too.

Further narrowing it down, it seems to happen when you actually buy force powers. Made a force sensitive character and there was no bugs until i actually bought the influence basic power. Probably happens with all powers though.

Also when i deselect a force power it doesnt stay deselected.

Works fine with version 1.0.0.2 so something must have happened with the version after that one.

Edited by Khalayne

Downloaded the latest version and the same bug i mentioned earlier is still there. I`ll try to narrow the problem down a bit for you if i can.

Setting up a character that has force sensitive as a secondary specialization seems to mess up things when you click the print button. Tried making a character with a secondary specialization from the same career, and that worked just fine. Also tried making a character with a secondary specialization from another career. That worked fine too.

Further narrowing it down, it seems to happen when you actually buy force powers. Made a force sensitive character and there was no bugs until i actually bought the influence basic power. Probably happens with all powers though.

Also when i deselect a force power it doesnt stay deselected.

Works fine with version 1.0.0.2 so something must have happened with the version after that one.

Found the bug and fixed it. Go ahead and download the latest one more time. Just copy the DLL from the ZIP file over, that's all that changed.

Edit: Forgot to fix the selection problem :) It's uploading now, so give it 5 min and then download. Again, only the DLL changed.

Edited by OggDude

Yup, awesome Oggy. All fixed now :)

Yup, awesome Oggy. All fixed now :)

The weird thing is that I have no idea how those problems were introduced. It worked fine before, but when I looked at the code, one place didn't set a reference that I know was set before (that was causing the crash, a null pointer), and in another, the ability remove routine was setting the Purchased flag to true, instead of false! Bizarre. I'm hoping other random code didn't get changed :)

Oggy

Yup, awesome Oggy. All fixed now :)

The weird thing is that I have no idea how those problems were introduced. It worked fine before, but when I looked at the code, one place didn't set a reference that I know was set before (that was causing the crash, a null pointer), and in another, the ability remove routine was setting the Purchased flag to true, instead of false! Bizarre. I'm hoping other random code didn't get changed :)

Oggy

There is a reason i call my computer HAL9000, i'm positive its out to get me ;)

Btw, will we eventually see the Talents/Force powers page automatically generate another page when its filled up? No rush :)

Well, I figured out why some people are getting graphical formatting issues. For the next release, I'm going to make both apps DPI-aware, so everything should scale properly. In the mean time, it'll look correct if you set your desktop DPI to 96, rather than 120.

Sweet, thanks :)

A minor detail. I just realized that there are no place showing how many force points you have.

Downloaded the latest version and the same bug i mentioned earlier is still there. I`ll try to narrow the problem down a bit for you if i can.

Setting up a character that has force sensitive as a secondary specialization seems to mess up things when you click the print button. Tried making a character with a secondary specialization from the same career, and that worked just fine. Also tried making a character with a secondary specialization from another career. That worked fine too.

Further narrowing it down, it seems to happen when you actually buy force powers. Made a force sensitive character and there was no bugs until i actually bought the influence basic power. Probably happens with all powers though.

Also when i deselect a force power it doesnt stay deselected.

Works fine with version 1.0.0.2 so something must have happened with the version after that one.

Found the bug and fixed it. Go ahead and download the latest one more time. Just copy the DLL from the ZIP file over, that's all that changed.

Edit: Forgot to fix the selection problem :) It's uploading now, so give it 5 min and then download. Again, only the DLL changed.

Haha! Vindication that is wasn't just me! Great work Oggy, one thing I didn't notice though, does the editor list your force rating?

Sweet, thanks :)

A minor detail. I just realized that there are no place showing how many force points you have.

Not in the generator, but it's listed right above force powers on the character sheet.

Ahh yes i see it now, you just need to actually buy a power for it to show up :) That will do.